player_skate.animator.fly = 0.0f;
}
-void player__skate_clear_mechanics(void){
+void player__skate_clear_mechanics(void)
+{
struct player_skate_state *state = &player_skate.state;
state->jump_charge = 0.0f;
state->charging_jump = 0;
v3_copy( localplayer.rb.to_world[1], player_skate.surface_picture );
v3_copy( localplayer.rb.co, state->prev_pos );
v3_zero( player_skate.weight_distribution );
+
+ v3f head = { 0.0f, 1.8f, 0.0f };
+ m4x3_mulv( localplayer.rb.to_world, head, state->head_position );
}
#include "network_compression.h"